Dunewalker Elf

The desert-dwelling dunewalker elves match other elves in height and weight. Their coloration is typically darker, ranging from warm tawny and golden shades to deep sepia tones. Their eyes are amber, brown, or black. Dunewalker elf hair usually comes in shades of brown or black, though some have hair of a dark auburn or copper color.

Dunewalker elves are canny survivors and hunters, aware of the precious resources and dire dangers of their harsh lands. They step lightly across the sands and seem to simply vanish right before one’s eyes, as if they were nothing more than a mirage conjured by the heat.

Dunewalker Elf Names

Dunewalker elves have naming conventions similar to their forest-dwelling cousins, but their family names tend to evoke features of their harsh homeland.

Male Names: Amavin, Dho’ali, Malamquis, Saebrar, Taldre, Zaravel

Female Names: Angshal, Corsal’san, Kyavel’ara, Lafali, Nyoro, Solaira

Family Names: Cyothi (Onyx Gate), Filamil (Promise of Rain), Firseani (Dark Riders), Nalnesathdar (Ancient Heart of the World), Sha’Atria (Sun Dancers), Sumdul Ath’onna (Keepers of the Oasis)

Dunewalker Elf Traits

You are adapted to life in deserts and badlands, and your innate magic allows you to create a minor mirage around yourself.

Ability Score Increase. Your Wisdom increases by 1.

Desert Dweller. You are adapted to life in the desert. You suffer no ill effects from high temperatures, and you require no additional water in such conditions. You have proficiency in the Survival skill.

Dwarven Marine Training. You have proficiency with the club, handaxe, hand crossbow, net, rapier, and scimitar. This trait replaces the Dwarven Combat Training trait.

Nautical Proficiency. You gain proficiency with one of the following: carpenter’s tools, navigator’s tools, or woodcarver’s tools. In addition, you gain proficiency with vehicles (water). This trait replaces the Tool Proficiency trait.

Rigger. When you are not wearing heavy armor or using a shield, you have a climbing speed equal to your base walking speed.

Sailor’s Eyes. Accustomed to the harsh glare of sunlight on the sea, you don’t have darkvision, unlike other dwarves.

Shipwright. Whenever you make an Intelligence (Investigation) check related to the seaworthiness or quality of craftsmanship of a sailing vessel, you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. This trait replaces the Stonecunning trait.

Spindrift Step. As a bonus action (or a reaction when you are submerged in water), you can magically step across water. You can walk across the surface of water as if it were solid ground for a number of rounds equal to your level or until your concentration ends (as if concentrating on a spell). If you ar.

Desert Mirage. While outdoors in a sunny area with an ambient temperature warmer than freezing, you can use a bonus action to create a minor natural phenomenon that surrounds you and up to a number of allies within 10 feet of you equal to your proficiency bonus. The mirage lightly obscures each of you from the view of any creature more than 30 feet away from you for 1 minute. For the duration, each target can attempt to hide even if a target is obscured only by this mirage. You can’t use this trait again until you finish a short or long rest.

Dunewalker Elf Weapon Training. You have proficiency with the longbow, scimitar, shortbow, and spear.

Sand Spirit. Difficult terrain comprised of sand or similar desert environs doesn’t cost you extra movement.

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